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alexoy

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About alexoy

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  1. Hello! I'm exploring a HTML5 game world, 3D, JavaScript. But I think this is a common task. Unfortunately I have no ideas how to implement a correct walking up vertical stairs. Not standard, but completely vertical. Can you please give me some ideas how this should be done? My game engine has collisions detection included. Example problems I have during experiments (movement with AWSD keys): 1. If player is exactly at the corner of the ground and stairs - how to detect where it should go when pressing W, up or forward; when pressing S - back or down; 2. If player is already on top of stairs - how to detect that now he should go forward on W key, instead of up; 3. When player goes down and reaches the ground he must start going immediately in horizontal direction instead of down. These are general questions/problems, which maybe can be solved by using a correct method, I don't know. Can you please explain how to do correct walking up in terms of objects/meshes/positions/simple math/collisions ? Thanks!
  2.   Not being able to zoom out to view the entire game ruined Starcraft 2 for me entirely.       This is probably the best technical dive I've seen into how a large scale RTS works behind the scenes   https://blog.forrestthewoods.com/the-tech-of-planetary-annihilation-chronocam-292e3d6b169a#.vr0wt8oyq     A little different thing than I was asking. If I understood right - the main point is about curves - thing where/how you store what happens with one single object. But haven't seen recommendations about which curves must be shared with which users. Have I missed?   Good point about zooming, if you are a "boss" of your army, you would like to know what happens in general with your units. In real world you could do this with you own units only and you almost have no info about enemies.
  3.   Thank you for a reply.    "If your game has the ability to load the entire map into memory" - on server side may be, on client side no. World is shared and it's size potentially can be very big and extendable - don't want somewhen in the future to require 16GB RAM from every user :) But zooming yes, useful option, not implemented yet.   "players send commands to the server for some tick a little bit into the future" - could you describe what means "into the future" technically?   ""pipelining" of commands" - my game is something like turn based, I don't need to receive 10 events per second for beautiful graphics and movements. As it is a multiplayers game, with shared world, but still turn based - I don't want to make big problems for players who has gone offline or away, but don't want to be killed so easy during that time by other players (there won't be an option to disappear, world is same for all players). In my current plan users will be able to make 1 action during 1 minute by 1 unit. One minute for all players, then reset, and then new minute for new move. May be I'll change the numbers/limits later. So when a new event has appeared - it will be forwarded by server to the related regions, no need to wait or fill queues, because you are allowed to make 1 move per minute only. What do you think about that?
  4.   Thank You! Info about regions from you and Photon eng. is the exact answer to my question. So I need to implement these logical regions and (un-)subscription to them by players. Any recommendations about the size of a single region? If we take a modern typical screen 1920x1200 px - how many regions it should contain? Or it is only a part of one much bigger region?!   Events queues probably are not for me. Game is something like turn based, I don't need to receive 10 events per second for beautiful graphics and movements. As it is a multiplayers game, with shared world, but still turn based - I don't want to make big problems for players who has gone offline or away, but don't want to be killed so easy during that time by other players (there won't be an option to disappear, world is same for all players). In my current plan users will be able to make 1 action during 1 minute by 1 unit. One minute for all players, then reset, and then new minute for new move. May be I'll change the numbers/limits later. So when a new event has appeared - it will be forwarded by server to the related regions, no need to wait or fill queues, because you are allowed to make 1 move per minute only.   What do you think about that?
  5. Question is what actions to what users need to be sent?! Single user doesn't need to get data about all existing users. For example I make a move - my game-neighbor must see it, so he gets this info from network. But somebody very far away is not interested in this info, so server probably shouldn't send this info to him. But then again problems with different screen sizes (what exactly is "too far away"?!), as I described in the main question 
  6. Hello,   I'm creating a strategy game (something like turn based) where the world potentially can be very big. I'm interested in how player's actions typically are being synchronized? Users have limited screens, bigger or smaller. Ofcourse you can move the area, but it is too big in total. If I'll send any player's actions to all players every time - I expect problems with time delays/lagging and network communication. Moreover I don't need that - I still can see a limited area only, so I'm no interested in something that happens 100km far away. If I'll broadcast to the nearest 10m only (for example) - still can be problems for different users - somebody on mobile has too small screen, he can see only nearest 1-2m, for example; For other users with very big screens 10m is absolutely not enough and they want more. If I want a visible distance be dynamic - I have to store all users screen sizes on the server side somehow. Then to send the actions to the users who are able to see that. But this sounds difficult. What are the optimal solutions for this task? I'm interested in high performance from users point of view, and I want to minimize time delays and network communications.   Thanks!
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